uniform vec3 u_eye; layout(location = 0) in vec3 in_pos; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec4 in_color; layout(location = 3) in vec2 in_tex0; out vec3 v_normal; out vec3 v_light; out vec2 v_tex0; out float v_fog; void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * in_normal; v_tex0 = in_tex0; vec3 viewVec = normalize(u_eye - Vertex.xyz); vec3 Light = normalize(viewVec - u_lightDirection[0].xyz); v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress v_light = 0.5*(1.0 + Light); // v_fog = DoFog(gl_Position.w); }